Disc 2 Bosses

This will be your easiest boss yet. The tank is comprised of four parts: the tank itself, the canon, a canon battery, and a tank battery. The batteries are there to charge the respective part for a massive attack.

The thing is, both the batteries are so easy to take down that you may not have to worry about power attacks at all. Have Kaim and Seth use their standard attacks; have Jansen cast any level 1 spell; and have Mack cast Shadow. Mack's weapon is completely worthless here, and it's about time you check out his spell set. (Besides, the Shadow spell will hit all four pieces of the tank at once.) Cooke can run support, healing and shielding as necessary.

In fact, if you cast an All-Shield in the first turn, Cooke can pretty much just cast Zephyr from then on and you'll never have to worry about dying. It's that easy.

The old sorceress has 1100 HP, and if she goes down, your adventure is finished. You need to eliminate the four balls of light, called Bodies of Thought, that surround her. Each Body of Thought has a specific element; the catch however is that the Old Sorceress will randomly scream, which then randomly changes the Bodies' elements. This means your mages can't really risk casting elemental spells, just in case the element changes unfavorably.

Our recommended team is Kaim by his lonesome in the front, with Cooke, Mack, Jansen, and Ming in the back. Mack can continually cast Shadow so, while weak, it will do damage to all Bodies of Thought because it's non-elemental. Ditto Jansen's Force spell, which Ming should hopefully have by now too. If Ming has Shadow as well or Spirit Magic in general, all the better. Cooke won't need to heal anyone (the Bodies don't directly attack you), so have her cast Shine to help out on the damage front. It won't be much, but in this fight, every second counts.

The Bodies of Thought will beat the living crap out of the Old Sorceress, so you don't have time to mess around here. Go RIGHT AFTER those Bodies of Thought, and don't try anything fancy. Let the characters' strength work in your favor.

The Rough Queen (and her Rough Servants) are tougher versions of the normal Rough Eaters. They're weak against earth-element spells, and they hit a little hard. Definitely open with an All-Shield, and keep up the magical pressure no matter who else is in your party. We recommend going in with Kaim and Seth in the front, backed up by Sarah, Cooke, and Ming.

The queen's gimmick is that she'll open with a spell called "Pheromone." This will make one of the four servants go into a Frenzied state, something you do not want to let last too long. The frenzied servant will hit for 700 HP damage every turn, which is enough to one-hit your mages and two-hit your front line. The other servants will actually give the frenzied one light hits; not enough to really help you, but at least they'll leave you alone. Long story short: when one of the servants is frenzied, focus all your attacks on him.

The queen is in the back row, and whenever her servants are taken down, she executed a command called Cry, which summons more to take their place. Now, this might concern you in regards to Guard Condition, but remember that GC only applies to the original four front-line critters, and it cannot be recovered. This means what you need to do is ignore the queen at first and concentrate on eliminating each of the front-line servants. Even though they will come back, the GC will keep going down. Once the GC is down completely, have your mages cast their most powerful wind spell (probably Winda) on the queen. Despite the fact that servants are still on the field and in front of her, only the GC matters, which is at minimum; the spell will get through and trash her.

Stay strong and go full-power against her, because if her HP drops too low, she might just run rather than die like the good monsters do. If the queen does book it, stand near the large doors in the back and wait. The regular Rough Eaters should leave you alone, and the queen's brigade will appear soon. The queen's servants and GC will all be back to maximum strength, but she will not be; focus your attacks on her anyway while your mages use the strongest wind spells to eliminate the servants again.

Mantalas is a pushover. The fight is a little annoying because of how Mantalas deals with pressure, but don't fret.

Mantalas himself is in the back row, so as always, your first job is to destroy the enemy GC by eliminating the front-row enemies. Once they're down, the next hit on Mantalas himself will make him call for allies, then retreat. He will not reappear until all the minor enemies are down again.

So what you have to do is clear the front line, then hit him with the most powerful attack possible (Grounda probably). If Kaim is being a swordsman only, then have him Defend rather than do anything if Mantalas appears. Otherwise, the moment Kaim's sword connects for a measly 200 HP damage or so, Mantalas will bail. It's much better to have Kaim stand by and let a mage blast him for nearly 1200 HP damage with a good Grounda spell.

If Mantalas is left in the ocean for too long when he bails, he might just leave permanently, and the battle will end. Technically you'll win, but who likes winning by forfeit?

This may seem like a brutal boss, but he's somewhat of a pushover this time around. He will keep calling you weak as you attack him. He will always go first, but luckily this time, he doesn't hit that hard. Note that he has no weaknesses whatsoever. After you beat on him enough, he will cast pain surge which will kill everyone in the party, but don't worry, it will trigger a cutscene and you'll proceed to evacuate the Experimental staff.